Videogame control device impact on the play experience
McEwan, Mitchell, Johnson, Daniel, Wyeth, Peta, & Blackler, Alethea L. (2012) Videogame control device impact on the play experience. In Cermak-Sassenrath, Daniel & Walker, Charles (Eds.) Proceedings of The 8th Australasian Conference on Interactive Entertainment : Playing the System, ACM, Aotea Centre, Auckland, New Zealand, 18:1-18:3.
New types of control devices for videogames have emerged and expanded the demographics of the game playing public, yet little is known about which populations of gamers prefer which style of interaction and why. This paper presents data from a study that seeks to clarify the influence the control interface has on the play experience. Three commercial control devices were categorised using an existing typology, according to how the interface maps physical control inputs with the virtual gameplay actions. The devices were then used in a within-groups experimental design aimed at measuring differences in play experience across 64 participants. Descriptive analysis is undertaken on the performance, play experience and preference results for each device. Potential explanations for these results are discussed, as well as the direction of future work.
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|Item Type:||Conference Paper|
|Keywords:||Control Device, Natural Mapping, Play Experience, Videogames|
|Subjects:||Australian and New Zealand Standard Research Classification > INFORMATION AND COMPUTING SCIENCES (080000) > INFORMATION SYSTEMS (080600) > Computer-Human Interaction (080602)|
|Divisions:||Current > Schools > School of Design
Current > Schools > School of Electrical Engineering & Computer Science
Current > QUT Faculties and Divisions > Creative Industries Faculty
Current > QUT Faculties and Divisions > Science & Engineering Faculty
|Copyright Owner:||Copyright 2012 ACM|
|Deposited On:||05 Feb 2014 01:30|
|Last Modified:||19 Apr 2014 09:13|
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